OptimoMaximo Posted March 11, 2018 Share Posted March 11, 2018 This has come out over and over again, and that's the bug undocumented feature that prevents low and lowest LoD from ever showing up in case it is a rigged attachment. Recently there has been a cool discussion about LoDs in another thread, and this issues has risen up again, but this time i had to really think about it. So i'm sharing with you all my observations, thinking and my personal theory as per why this happens. So i started by exporting the SL default avatar from a meter scale based software, namely Blender but 3DSMax would be the same. Just to make sure to show 1) what the Avastar export scripts do for you 2) unbiased results due to the default scene scales mismatch between Maya and Blender (Maya's centimeter based) So first off, i tried a FBX export and a collada export from Blender, the latter using Avastar. FBX came in with no warning, BUT it applied a scale perservation. Collada did the same, but the plug in threw a warning So basically it's warning us that there are mismatches between the scales of various transforms and it's performing a scale preservation (baking into TRS aka transforms) With slightly different hierarchies, they both came in as follow (this picture is about the collada file after import) The highlighted Avatar group contains the skeleton, and you can see it's scaled up to 100. The SL default avatar for rigging is assumed to be scaled down to centimeters, so the containing group compensates. So far so good, however... Also the meshes transforms have gone through a scale compensation. This happens because it's a rigged mesh and the skin cluster dependency activates the compensation to match the scale input from the Avatar group. If we import a centimeter scale rigged mesh with no uploader rescale, we get a centimeter scale object when rezzed. Same goes with a meter scale object, it keeps its meter scale size upon upload. This means the scale has no meaning to the uploader, only the actual bounding box size of the geometry in the file does. So here is my theory about it: Since the scaling operations aren't accounted, the bounding box size of the object is being wrongly calculated when skinning comes into play, basically moving the geometry to fit on the basic centimeter scale avatar, which is then scaled up inworld within the avatar controller. During such operation, the bounding box doesn't scale down to centimeter scale because it's a geometry action from the skin, but since it is attached to the avatar, the bounding box gets scaled up along with the character skeleton to stay in the avatar controller. What effectively happens is that the final rigged item bounding box results to be 100 times bigger than expected, and therefore setting the low and lowest LoDs distances really beyond any meaningful viewing distance. Please share what you think and, possibly, what your theories are about this. Hopefully @Beq Janus and @Vir Linden can look into it 2 2 Link to comment Share on other sites More sharing options...
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